By the way I have seen that EEEx is mentioned as needed for anything other then Turn Undead Synergy ? I would rather avoid EEEx as I dont use anything else that needs it.
Aside from the Turn Undead Synergy component, the main component also turns the Know Alignment spell into Identify Creature if you have EEex installed. This spell shows various information about the target (stats, immunities, whether certain magical effects are active).
However, Improved Heart of Fury Mode is currently not compatible with the current version of EEex. EEex has been changed significantly in order to work on v2.6 of the EEs, and I have not yet updated this mod to work with the new EEex. Though this mod WILL work on v2.6 of IWD:EE if you don't have EEex installed.
By the way I have seen that EEEx is mentioned as needed for anything other then Turn Undead Synergy ? I would rather avoid EEEx as I dont use anything else that needs it.
Aside from the Turn Undead Synergy component, the main component also turns the Know Alignment spell into Identify Creature if you have EEex installed. This spell shows various information about the target (stats, immunities, whether certain magical effects are active).
However, Improved Heart of Fury Mode is currently not compatible with the current version of EEex. EEex has been changed significantly in order to work on v2.6 of the EEs, and I have not yet updated this mod to work with the new EEex. Though this mod WILL work on v2.6 of IWD:EE if you don't have EEex installed.
Thank you very much for your timely reply! Ok, sounds great, I am looking forward to this!
I have been looking over some of the spells and looking for the changes and noticed that Spell Immunity no longer protects against Abjuration magic (and that is logical) and therefore will not protect from Dispel & Remove Magic. I expect the foes will be removing my defenses and (I never mind the single target ones like Breach) I am not sure how to protect my party from Dispel. The only defense I can find in the spells or potions or items so far is the
The L7 priest spell Shield of the Archons with a Duration of 1 round/level.
The wizard spell L5 Spell Shield with a Duration of 8 rounds.
I tend to find single classed characters boring so always use duel/multi classed characters so I get dispelled easily. What would you recommend I do?
To protect yourself from Dispel Magic, you do exactly what you just said: you cast Spell Shield or Shield of the Archons. Aside from that, you can interrupt or kill the enemy spellcasters before they cast Dispel Magic, or if you can't, you could at least have the targeted party member move away from the rest of the party so only one character gets dispelled.
I am having fun with your mod, thank you for making and releasing it!
I do have a question though. In the Vale of Shadows I have noticed some of the
Zombies
use an ability called
Devour brain
and that seems logical along with the effect of
loss of intellect
and I think that is great. What I dont understand is why Lessor Restoration will not fix the ability drain as the description still says "This reverses effects that drain levels or ability scores" It seems logical that it would work but it is not; is that intentional?
I am having fun with your mod, thank you for making and releasing it!
I do have a question though. In the Vale of Shadows I have noticed some of the
Zombies
use an ability called
Devour brain
and that seems logical along with the effect of
loss of intellect
and I think that is great. What I dont understand is why Lessor Restoration will not fix the ability drain as the description still says "This reverses effects that drain levels or ability scores" It seems logical that it would work but it is not; is that intentional?
That's not intentional. Restoration spells should remove intelligence drain. I'll fix that in the next update.
I am having a lot of fun with your mod. I just wanted to give you a bug report in case you want them. The Wand of Freezing Death's description says that it "Requires: 9 Intelligence" however my Bard with a 20 Intelligence and everyone with less get a message about inadequate intelligence when I try to equip it into the quick item slot. My Fighter/Mage/Thief with 24 Intelligence is able to equip it.
Just downloaded the mod .
The shop/ Hp/dmg sems to be ok with Hof even the exp is like it should be .
The problem is that the roll stats abilities I'm still getting 3-18 despite the +2 stats that you get on rolls .
Reinstalled IWD ,reinstalled the mod but is the same . I'm doing something wrong ?
I'm going to play your mod again on hof, but this time with only 3 characters. I would like you to make a new version of your mod, even more difficult, something like version 5.0 (new enemies, more powerful than before) i love it your mod.
I think something is wrong with skill table of Archer (perhaps other ranger specializations too?)
I got that issue on my regular run, but checked with Better HoF only installed and it is the same. You get a lot of points, but you cannot assign them anymore (250 is cap) and you are stuck on leveling screen forever. Alt+F4 required.
~~I fixed it by removing RANGER entry from THIEFSKL.2DA~~
---
Also some other issues I found:
1. Charged ability of Blessed Helm of Lathander doesn't work
2. Berserkers can still wear any armor (even though the descriptions says that they should wear only leather)
Now Imagine this mod with also IWDEE 2.6.6.0 Modfiles with Extra Areas, Quests and NPCs
It doesn't look like that's likely to happen as the author hasn't posted in this thread in nearly a year. I'd really love to see compatibility with EEex, too.
Also:
1. "Boots of Lightning Speed" doesn't give bonus speed, I think it should be "Movement rate bonus 2 (176)" instead of "Movement rate bonus (126)"
2. That potion you receive after defeating Luremaster doesn't give proficiencies for other classes than Fighter.
The mod is great, I have a blast, kudos for the work and creativity - you really have to think about the fights, especially at the low level party stage.
I have doubts regarding Wilde Mage - specifically the synergy of Nahal's Reckless Dweomer with rings providing several dozen slots for lvl 1 spells. At the Severed Hand stage, I am able to throw timestop (from Yxunomai)+ several dozen fireballs/offensive spells, basically annihilating almost every group of opponents, the rest of the team watches and only steps in from time to time to finish off the survivors. (At this stage, there are already items that speed up spell casting by 2-4.)
I wonder if it would be good to introduce a restriction that rings that multiply slots for level 1 mage spells cannot be used by Wild Mages. At the moment, it looks a bit like a game breaker to me (in 1 timestop with items that speed up spellcasting, you can cast like 20 fireballs or even more Malavon Rage, etc.).
Not to say anything about that you have effectively unlimited (30+) access to level 9 spells with Aura Cleansing... stacking both Chaos Shield (lvl 2 and 7) makes chances of success with Wilde Surge very high even on lvl like 15.
Or maybe lower bonuses from lvl 2 and 7 Chaos Shields (to make NRD more random and dependent on pure luck) would fix it.
If NRD would be stuck on several (up to 6 slots) this wouldn't be so gamebreaking either.
The mod is awesome, it plays great, I'm just wondering whether Wild Mage is too OP due to the synergy of rings providing several dozen (20+) slots for lvl 1 spells with Nahal's reckless dewormer.
After stacking Chaos Shield levels 2 and 7, we have a high chance of success using NRD (roll bonus 14 + 15 + 25 = +54), even at around lvl 14-15.
In addition, at this stage we have items that speed up spellcasting by 2-4.
As a result, you can throw a dozen or so fireballs, an even larger number of Malavon Rages, etc. in one timestop.
Not to mention the fact that you have access to a virtually unlimited (20+, later on 40+ ) number of lvl 9 spells with the additional Aura cleansing effect.
In the Severed Hand stage, it looks like my WM lvl 14-15 is basically single-handedly annihilating entire groups of enemies, and the rest of the team is only ready to finish off some single enemies who miraculously survived 15+ fireballs, sunfires and a few more Malavon Rages to boot.
In my opinion, this could be eliminated by:
1. Reducing Chaos Shields bonuses (e.g. to +5 and +10) to make LRD more random (Wild Surge failure more frequent);
or
2. Lvl 1 slot multiplier rings cannot be used by Wild Mage.
or
3. Moving those rings latter into the game (Heart of Winter?).
or
4. Removing aura cleansing effect from NRD (making it work like regular spell, 1 per round).
or
5. removing from LRD the bonus in the amount of the current level that determines the success of wild surge
or
6. making wild surge success harder/making wild surge failure more dangerous (i.e. perma-death of caster/party members more often etc.)
Either way, the mod is great and plays very nicely, thanks 😊
Comments
Aside from the Turn Undead Synergy component, the main component also turns the Know Alignment spell into Identify Creature if you have EEex installed. This spell shows various information about the target (stats, immunities, whether certain magical effects are active).
However, Improved Heart of Fury Mode is currently not compatible with the current version of EEex. EEex has been changed significantly in order to work on v2.6 of the EEs, and I have not yet updated this mod to work with the new EEex. Though this mod WILL work on v2.6 of IWD:EE if you don't have EEex installed.
Thank you very much for your timely reply! Ok, sounds great, I am looking forward to this!
I tend to find single classed characters boring so always use duel/multi classed characters so I get dispelled easily. What would you recommend I do?
To protect yourself from Dispel Magic, you do exactly what you just said: you cast Spell Shield or Shield of the Archons. Aside from that, you can interrupt or kill the enemy spellcasters before they cast Dispel Magic, or if you can't, you could at least have the targeted party member move away from the rest of the party so only one character gets dispelled.
I do have a question though. In the Vale of Shadows I have noticed some of the
That's not intentional. Restoration spells should remove intelligence drain. I'll fix that in the next update.
Thank you!
The shop/ Hp/dmg sems to be ok with Hof even the exp is like it should be .
The problem is that the roll stats abilities I'm still getting 3-18 despite the +2 stats that you get on rolls .
Reinstalled IWD ,reinstalled the mod but is the same . I'm doing something wrong ?
I got that issue on my regular run, but checked with Better HoF only installed and it is the same. You get a lot of points, but you cannot assign them anymore (250 is cap) and you are stuck on leveling screen forever. Alt+F4 required.
~~I fixed it by removing RANGER entry from THIEFSKL.2DA~~
---
Also some other issues I found:
1. Charged ability of Blessed Helm of Lathander doesn't work
2. Berserkers can still wear any armor (even though the descriptions says that they should wear only leather)
It doesn't look like that's likely to happen as the author hasn't posted in this thread in nearly a year. I'd really love to see compatibility with EEex, too.
1. "Boots of Lightning Speed" doesn't give bonus speed, I think it should be "Movement rate bonus 2 (176)" instead of "Movement rate bonus (126)"
2. That potion you receive after defeating Luremaster doesn't give proficiencies for other classes than Fighter.
I have doubts regarding Wilde Mage - specifically the synergy of Nahal's Reckless Dweomer with rings providing several dozen slots for lvl 1 spells. At the Severed Hand stage, I am able to throw timestop (from Yxunomai)+ several dozen fireballs/offensive spells, basically annihilating almost every group of opponents, the rest of the team watches and only steps in from time to time to finish off the survivors. (At this stage, there are already items that speed up spell casting by 2-4.)
I wonder if it would be good to introduce a restriction that rings that multiply slots for level 1 mage spells cannot be used by Wild Mages. At the moment, it looks a bit like a game breaker to me (in 1 timestop with items that speed up spellcasting, you can cast like 20 fireballs or even more Malavon Rage, etc.).
Not to say anything about that you have effectively unlimited (30+) access to level 9 spells with Aura Cleansing... stacking both Chaos Shield (lvl 2 and 7) makes chances of success with Wilde Surge very high even on lvl like 15.
Or maybe lower bonuses from lvl 2 and 7 Chaos Shields (to make NRD more random and dependent on pure luck) would fix it.
If NRD would be stuck on several (up to 6 slots) this wouldn't be so gamebreaking either.
After stacking Chaos Shield levels 2 and 7, we have a high chance of success using NRD (roll bonus 14 + 15 + 25 = +54), even at around lvl 14-15.
In addition, at this stage we have items that speed up spellcasting by 2-4.
As a result, you can throw a dozen or so fireballs, an even larger number of Malavon Rages, etc. in one timestop.
Not to mention the fact that you have access to a virtually unlimited (20+, later on 40+ ) number of lvl 9 spells with the additional Aura cleansing effect.
In the Severed Hand stage, it looks like my WM lvl 14-15 is basically single-handedly annihilating entire groups of enemies, and the rest of the team is only ready to finish off some single enemies who miraculously survived 15+ fireballs, sunfires and a few more Malavon Rages to boot.
In my opinion, this could be eliminated by:
1. Reducing Chaos Shields bonuses (e.g. to +5 and +10) to make LRD more random (Wild Surge failure more frequent);
or
2. Lvl 1 slot multiplier rings cannot be used by Wild Mage.
or
3. Moving those rings latter into the game (Heart of Winter?).
or
4. Removing aura cleansing effect from NRD (making it work like regular spell, 1 per round).
or
5. removing from LRD the bonus in the amount of the current level that determines the success of wild surge
or
6. making wild surge success harder/making wild surge failure more dangerous (i.e. perma-death of caster/party members more often etc.)
Either way, the mod is great and plays very nicely, thanks 😊